Finally, an Adaptive Terrain

It's nothing special. Quadtree-based with multithreaded, CPU-side generation (no framerate stutter, not quite as fast as GPU, but high-precision). Effective resolution is 262144 x 262144, rendered using 33x33 nodes with maximum depth value of 13. Extremely detailed when zoomed in (exceeds resolution of height function). Super-fast high-altitude flybys are still pretty rough, as the threaded queues get clogged. Still working on solutions for rapid regeneration. No crack-patching (yet). Basic, but beautiful.

Finally, a terrain that is, without a doubt, better than the ones I made in Esenthel so long ago when I didn't know a thing about graphics programming.

23kb executable. Procedural is the future.